NPC to check MC

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Estralis Seborian
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Re: NPC to check MC

Post by Estralis Seborian »

I wish we had more such vivid discussions about fundamentals! Let me briefly respond to some points that were brought up.
Estralis Seborian wrote:When exactly was the time when Illarion became so much about skills?
JacobB wrote:It started when the original and really unique concept of the founder "a game without numbers" was dropped.
Actually, I was also extremely attracted to this original concept of the founders. The more I was shocked when I realised it was something between a concept that was never realised and an outright lie. Illarion always had numbers, many of them. Attributes and skills were always numbers, the latter were always shown as bars or colour changes. Player deciphered these to actual values. At one point, it was decided to drop the disguise and just show the numbers.

I was pretty astonished when I got hold of my first copy of the weapon and armour values. It is somewhat right that Illarion was not about numbers as the numbers were completely unbalanced and there was no clear connection between anything. So a lot of work was spent that players could rely on simple correlations such as “more difficult to craft = better” and “expensive = good”. One could argue if we really need to show item levels but they are there anyway.

To be not about numbers means to me something different than not showing numbers that are there; for me, it means players should be required to worry not about numbers. So the skills, rank points, levels and so on should play no major role in the game as the game is about other things. So I am supportive to any initiative to reduce the impact of e.g. rank points. These other things we need to work on! Interesting plots and an everchanging world is what we need rather than colour changes instead of numbers for skills. Let’s all try to work on making Illarion a unique game that might have its numbers but the numbers playing a minor role as great tales and myths are what players talk about!
When did standing around in a chamber in Galmair, doing nothing, not interacting with anyone, become the way of playing Illarion?
When MC was introduced and the players recognized, that doing a small server related action resets a timer and continues to relax the MC burden.
MC was introduced mid 2006. We had many cases of players idling since then. But the majority of players still interacted and did not hide from each other. This has changed and I am not really sure if this is connected to the change of MC arithmetic. In fact, the former MC implementation made you learn nothing at all from a given threshold on. So you had to do nothing skill related. This was removed and replaced by a system that never gives you the feeling you should better log out.
- focus on specialization instead of generalism (e.g. think about skill trees or something similar, which disables jacks of all trades)
Specialisation thru e.g. traits (see http://illarion.org/community/forums/vi ... 94&t=41771) is something I’d appreciate as long as we do not introduce fixed classes and leave the player any freedom to become whatever he/she wants. I am all for giving attributes a bigger impact so you can specialise via attributes as well. Currently, attributes play a major role in fighting (perhaps the role is even too big) but in other systems, attributes play a minor role down to no role at all. This needs to be harmonised but just the concept to use a common function to calculate attribute boni meets high resistance.
- introduce scholar / teacher system for every skill which is worth for (but I completely dislike the former elitism as it was usual for mages, this should be avoided in any case)
This sounds interesting, can you elaborate how this should work? I guess many agree that the old rune teaching was not really what we are looking for, right?
- remove useless gathering skills (okay, does not really related to your question.. with a scholar/teacher system it maybe makes no sense to keep them)
I proposed this but it was declined. Instead, the gathering skills should become more useful. I am looking forward to read proposals how we can make gathering skills more useful.
- downgrade durability of items (will increase need to buy more new equipment)
I think the first step is to harmonise wear. Currently, some things wear way faster than others. Just compare a dagger with a warhammer for starters. I am pretty sure we can find a good balance between the need for repair and reliability of items.
- remove repair (this is not related to current change!) (will increase need to buy more new equipment. be honest: a crafter wants to sell new and expensive equipment instead to repair something found in drops or crafted by another crafter)
I do not think players will embrace this idea.
- change dealer NPC: buy everything, but sell nothing (or only low to intermediate equipment and NO resources needed for crafting)
Is it really an issue that players buy raw materials in significant amounts from NPCs? Are those the same who say it is difficult to make money as crafter perhaps? I need more information on this.
- degrade saturation of custom food and free food
Free food just keeps you from starving; is it really an issue that blocks interaction that you can pick some cherries?
- add more quests that can only be solved by more than one char
Sounds very good, any specific proposals?
- add quests that depend on very special skills, which cannot be available in one single char
Very good approach, any example of such a quest?
- add "group" bonus: the more players play together, the higher the bonus (e.g. drops, treasures, chests, increased drop rates for elements and gems, skill gain, MC usage/gain, ...)
Will priest magic, as described in the magic concept, cover this?
- taxation: put taxes on material assets to avoid players hoarding collected stuff and give it away to other players, which will reduce possible trades
Sounds fair, but what to do if the player has not enough money? How high should the tax on “property” be?
- decrease the depot sizes drastically (sounds bad on the first view, but will enforce that only the really needed stuff is kept, first step could be to disable containers (bags, baskets) within depots)
I do not think we can implement the latter easily. I understand you want to disable that you can put bags etc. into the depot, right? I used to play another game with very limited depot size and it was somehow fun because you needed to focus. Though, you could buy additional space for real money. Many players will surely hate this idea but I am open minded here.
- add guild depots (should have bigger size than personal depot)
This was proposed around a hundred times by now and if it was possible, it would have been implemented years ago. At this moment, this would take massive changes to how depots work and no one is there who has the necessary skills.
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GolfLima
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Re: NPC to check MC

Post by GolfLima »

Estralis Seborian wrote:- taxation: put taxes on material assets to avoid players hoarding collected stuff and give it away to other players, which will reduce possible trades
1) could someone give me a good reason why such players having some more materials on stock will be punished
2) the consequence of 1) is if there are only 2 or 3 other players ig - logg out, dont gather materials you will be punished
3) true, sometimes i gave materials to other players without payment -> but this allways where friends of my charakter, sometimes from the same guild and sometimes they gave me materials without payment if i need something
Estralis Seborian wrote:- introduce scholar / teacher system for every skill which is worth for (but I completely dislike the former elitism as it was usual for mages, this should be avoided in any case)
1) i remember the old system - this was horrible
2) have someone a better idea for such a system and allways keep in mind you need at least min. 3 teachers for each craft and they should speak both languages
Estralis Seborian wrote:- decrease the depot sizes drastically (sounds bad on the first view, but will enforce that only the really needed stuff is kept, first step could be to disable containers (bags, baskets) within depots)
1) who will decide what is really needed?
2) my char have a lot of "senseless" things (onion ball from Galmair // coal from Runewick // some books // ....) :arrow: my char will not longer be able to collect such things?
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Jupiter
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Re: NPC to check MC

Post by Jupiter »

GolfLima wrote:2) my char have a lot of "senseless" things (onion ball from Galmair // coal from Runewick // some books // ....) :arrow: my char will not longer be able to collect such things?
You don't need 1000 slots to do that (and that is just when you place one bag in each depot slot. Not counting bags in bags in bags...). A limitation is really needed.
Brightrim
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Re: NPC to check MC

Post by Brightrim »

Estralis Seborian wrote:
- decrease the depot sizes drastically (sounds bad on the first view, but will enforce that only the really needed stuff is kept, first step could be to disable containers (bags, baskets) within depots)
I do not think we can implement the latter easily. I understand you want to disable that you can put bags etc. into the depot, right? I used to play another game with very limited depot size and it was somehow fun because you needed to focus. Though, you could buy additional space for real money. Many players will surely hate this idea but I am open minded here.
As an alchemist, merely herbs take up 48 slots, and that's if you only have 1 stack of each herb, not to mention bottles, gem dust, recipes, and even finished products (that do not stack, so one spot per potion). Just because of one single skill, my character primary role as an alchemist, I need several bags in my depot just for that.
Then there's roleplayed items like your wardrobe of clothes (although some people may have forgotten, as I usually see most characters wear the same clothing day in and day out), jewellery, or memorable items from past RP. This too takes up more bags, like my character has a bag dedicated to single parchments that's her diary or a bag for her wardrobe items.
So I'm heavily against decreasing the depot size, and whatever the problem that causes some to want smaller depot sizes should be solved by solving the problem itself(whether its people wanting to hoard things not related to their primary chosen craft or etc), but not be solved by limiting space for roleplay specific items or a characters primary craft like that. Especially when we have a lot of items (treasure maps, written parchments, potions, clothes, armour) that do not stack so you need a lot of single slots for 1-item only.
Plus limiting bag space would also limit development in regards to things like herbs having qualities, as then we'd need even more bag space for herbs.
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Q-wert
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Re: NPC to check MC

Post by Q-wert »

Estralis Seborian wrote:- decrease the depot sizes drastically (sounds bad on the first view, but will enforce that only the really needed stuff is kept, first step could be to disable containers (bags, baskets) within depots)
As someone playing a character who is among other things also basically is the guild bank/depot four a couple of characters, this sounds horrible. One is supposed to hand out arment, food, herbs, transfer resources, manage unstackable items (potions, maps, quest items). That on top of what ones own character needs (tools, gems,arment) and wants (unique items collected through the ages) to hold on to.

How are guilds and town leader pc-characters supposed to store and distribute their stuff? How are you supposed to handle big orders destined for several people as a crafter/achlemist? I also fondly remember merchant player characters, what should become of them?
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Katharina Brightrim
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Re: NPC to check MC

Post by Katharina Brightrim »

- introduce scholar / teacher system for every skill which is worth for (but I completely dislike the former elitism as it was usual for mages, this should be avoided in any case)
How would you introduce a teacher-system without favorism?
- remove repair (this is not related to current change!) (will increase need to buy more new equipment. be honest: a crafter wants to sell new and expensive equipment instead to repair something found in drops or crafted by another crafter)
Why would you buy/wear special/personal items then?
- change dealer NPC: buy everything, but sell nothing (or only low to intermediate equipment and NO resources needed for crafting)
That actually sounds nice.
- degrade saturation of custom food and free food
Free food just keeps you from starving; is it really an issue that blocks interaction that you can pick some cherries?
It's annoying metagaming to see people just eating proper food when going to fight something to use the bonus of the proper food but usual eating hundreds of tangerines/apples/cherries to be fed up.
- decrease the depot sizes drastically (sounds bad on the first view, but will enforce that only the really needed stuff is kept, first step could be to disable containers (bags, baskets) within depots)
Why would that be a good idea? As the others said: Crafters _need_ more than 100 slots. And even if not.. my char has one basket full of stuff that is worthful for her in a personal way, not in a materialistic way. Like a trophy from the "Games of Illarion", written parchments, those mugs you can collect and different other stuff. Maybe disable the possibility to have bags in bags in bags in bags. Or reduce the amount of bags you can place in your depot to 50. But disabling containers in depots sounds awful.
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Re: NPC to check MC

Post by Brightrim »

Katharina Ross wrote:
- introduce scholar / teacher system for every skill which is worth for (but I completely dislike the former elitism as it was usual for mages, this should be avoided in any case)
How would you introduce a teacher-system without favorism?
You could introduce one where someone at a certain level above their student would be able to provide some kind of boost to experience, thus providing a reasonable benefit for why someone should seek a master in their chosen craft or skill rather than doing it solo, while also still keeping the possibility of doing things solo.
- remove repair (this is not related to current change!) (will increase need to buy more new equipment. be honest: a crafter wants to sell new and expensive equipment instead to repair something found in drops or crafted by another crafter)
I love the immersion that players being able to repair things provides, and the focus should IMO not be on what makes the crafter earn more but on what makes the game more immersive for crafters and buyers alike.
- change dealer NPC: buy everything, but sell nothing (or only low to intermediate equipment and NO resources needed for crafting)
I too like the idea of this, maybe not in as harsh a manner as the above (or maybe that is exactly what is needed), but it would for sure promote more player to player trade (some people are just lazy and dont mind spending more coin on things rather than seeking out others), and it would also solve the somewhat illogical part of the game where npcs never run out of merchandise.

Another possible solution would be to limit the amount of each item a merchant has, and only restock it at the start of each month or the likes. Either overall, or how much they have to sell to each player (to prevent people buying out all their stock at the start of each month).
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Q-wert
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Re: NPC to check MC

Post by Q-wert »

A general observation from my own playing habits, somewhat related to the discussion:

I see myself separating online games in two play styles: Interactive and Solo.
  • Interactive:I wholly concentrate on the game, interact/cooperate with other players. I usually cannot keep this up for more than an hour or two and I'm also not always in the mood for it.
  • Solo: I play on my own and stay away from anything too demanding of concentration. I just kind of want to be left alone, relax, watch virtual skinner box numbers grow and listen to a podcast in the background.
Many games require, or at least reward, grinding stuff solo. Illarion, be it pre-VBU or now, is no exception to that. So I solo when I don't have the enthusiasm to interact with other people and still get progress for the times when I do.
My answer to why people sometimes don't interact with other people (judging from my own behaviour):
They would not be online otherwise. I know that I frequently logged off after the skill cap was hit Pre-VBU.
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GolfLima
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Re: NPC to check MC

Post by GolfLima »

Brightrim wrote:
Estralis Seborian hat geschrieben:
- decrease the depot sizes drastically (sounds bad on the first view, but will enforce that only the really needed stuff is kept, first step could be to disable containers (bags, baskets) within depots)
I do not think we can implement the latter easily. I understand you want to disable that you can put bags etc. into the depot, right? I used to play another game with very limited depot size and it was somehow fun because you needed to focus. Though, you could buy additional space for real money. Many players will surely hate this idea but I am open minded here.


As an alchemist, merely herbs take up 48 slots, and that's if you only have 1 stack of each herb, not to mention bottles, gem dust, recipes, and even finished products (that do not stack, so one spot per potion). Just because of one single skill, my character primary role as an alchemist, I need several bags in my depot just for that.
:arrow:
not sure - if quality of herbs came back you need a lot more of places for herbs
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